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  1. #91
    Player
    Grey_Cain's Avatar
    Join Date
    Oct 2011
    Posts
    426
    Character
    Cara Verant
    World
    Ultros
    Main Class
    Conjurer Lv 90
    PLD - Missing real spell-casting ability. Just rename it to Knight already.
    WAR - No issues.
    MNK - No double-attacks. No stupidly monstrous damage that could 1-shot the last boss.
    DRG - No issues.
    NIN - No double-attacks or mix-and-matching weapons for extra effects. No Throw command.
    BRD - Should have been a Ranger.
    SMN - Arcanist is the real problem. ACN should be changed to a Beastmaster-type class with Whips as the primary weapon.
    BLM - Could use some more debuffs, although most people I guess don't remember BLM as a debuffer because most of their debuffs in prior iterations weren't worth casting compared to big damage number spells.
    WHM - Could use more buffs. Float would be perfect for letting people avoid ground damage/slides in a certain primal fight. >_>
    SCH - Needs to be separated from Arcanist so it can just be a pure shell-healer.
    DRK - Love the XI fanboy tears. Cecil DRK4LIFE, yo. X)
    MCH - Too flashy right out of the gates. Fiddling with the guns and drones at firing time would have made more sense than gun-Rogue.
    AST - Sounds like it's going to replace SCH but still play nice with those people that didn't get the memo.
    RDM - Should have been introduced already. <_<
    (1)

  2. #92
    Player
    Lemuria's Avatar
    Join Date
    Apr 2011
    Posts
    1,769
    Character
    Lemuria Glitterhands
    World
    Ragnarok
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Lisotte View Post
    Alternatively, instead of googling it (which I know that 90% of this game's community will do, and the other 10% will be clueless), you could just cast one spell, then the next, and so on till you find the one that does the most damage.
    To an extent, but there were plenty of XI bosses which used this to their advantage. Switching elements either on a rotation or based on the last spell they were hit by. They then used his by absorbing their previously weak element. So by cycling the wheel, you'd end up regenerating the enemy.

    The reason I miss it so much is because it added more unique fight mechanics. We've had elemental resistances in our stats since day one of ARR. They could have simply removed them entirely, but they remained. They also kept elemental materia in the game. Why? It serves no purpose other than being another junk materia to convert or meld for faster spiritbonding.

    Recent battles have used elemental weakness a bit more, by having status effects which reduce or increase your resistance against Fire. It could be a sign that something is on the horizon which will change the playing field a little. And I for one couldn't be happier for the thought.
    (2)

  3. #93
    Player
    KaedrianLiang's Avatar
    Join Date
    Apr 2011
    Posts
    794
    Character
    Kaedrian Kaeng
    World
    Tonberry
    Main Class
    Marauder Lv 60
    Quote Originally Posted by RathSkybreaker View Post
    the egis look like garbage.
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^10char
    (2)

  4. #94
    Player
    Lamentations's Avatar
    Join Date
    Oct 2013
    Location
    Uldah
    Posts
    193
    Character
    Lamentations Finito
    World
    Sargatanas
    Main Class
    Gladiator Lv 30
    Quote Originally Posted by Gralna View Post
    Because while a FEW FF titles share the same universe, every numbered FF has been completely different from each other, even iterations of the same job change from title to title. If you want your XI Jobs back so badly, petition SE to make FFXI-2.
    Never said I wanted my Xi jobs back at all, nor do I care to see FFXI-2, this game is made up of pieces and old lore references from old FF titles as well as new ideas.

    Claiming this one in particular is completely different is a large stretch, I don't have a problem with it either way.

    People will reference other FF titles as well as Xi at times when discussing 14, I don't see the need to make a post solely to slam anyone who does so.
    (3)
    Last edited by Lamentations; 05-07-2015 at 05:07 PM. Reason: grammar accuracy

  5. #95
    Player
    Whocareswhatmynameis's Avatar
    Join Date
    Aug 2014
    Posts
    808
    Character
    Fate Bringer
    World
    Behemoth
    Main Class
    Arcanist Lv 60
    Summoner needs to be more like the summons in FF13 IMO. Ifrit should turn into a race car, then I jump inside it and burn donuts and wheelies all over the monsters!

    Make this happen SE!!!!
    (0)

  6. #96
    Player
    kyuven's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    2,130
    Character
    Chen Kotomi
    World
    Adamantoise
    Main Class
    Archer Lv 90
    Quote Originally Posted by Duelle View Post
    Between XI's Ranger (which outside of the game's terrible ammo design was bordeline okay) and WoW's hunter (which despite having few, if any, cast times was comparable to caster DPS), it's not impossible or OP as you propose. The only thing a class of that archetype has over other ranged classes is kiting ability, and even that's more a PvP thing.
    RNG in XI also had the restriction of not having an in-built auto attack, instead requiring either a macro or an add-on.
    WoW's hunter had its pet, and also shared XI's RNG's ammo restriction (though they changed that. kinda).
    In addition, while these two classes were ranged melee classes, they weren't the only ones capable of ranged melee damage. Nearly ever class in both games has something they can equip to help them do ranged damage. XIV doesn't have that. Sure, the DRG jumps and NIN ninjitsu+throwing daggers have range on them, but they don't even come close to a bard's basic auto attack.
    People cite the rather balanced FFXI RNG (though balance is a questionable statement here...) and WoW Hunter as good examples of high damage ranged DPS classes...but there's another example from two other games that shows why they can be a bad idea.
    EQ1 and EQ2's Ranger class.
    At first, EQ1's rangers were actually a bit of a joke. Sure, they had some good bows and could dual wield and cast spells, but both Warriors and Rogues did melee better and druids did casting better.
    Then they got auto attack for ranged weapons, along with a rather unique Alternate Advancement ability that changed them forever.
    This ability? "Endless Quiver"
    Guess what it did.
    Ammo restrictions went out the window, and they were free to stack haste to make them shoot arrows like a machine gun. This was also the time when bows actually became comparable to melee weapons in terms of speed, which was a severe problem affecting their efficiency at the time.
    Later, they got another ability called "Headshot"
    This ability basically let them randomly one-shot mobs that were too weak for them. They became AOE pulling nightmares, and now "HS Parties" are a favorite way to grind experience.
    Now, since EQ1 makes use of resists and such, Rangers aren't all-powerful, but the fact that they deal so much raw damage without burning any kind of resource makes them invaluable in pretty much any situation now.

    Rangers in EQ2 have the same issue. While it fluctuates, many times they're capable of outdamaging other classes in the "scout" archetype (which includes bards. Making EQ2 one of two games I've played outside FFXIV to give bards bow abilities as a viable option) simply because positioning means nothing to them.

    So basically, SE has a reason for ensuring the class that doesn't have to worry about positioning or cast times has at least SOME for of limitation to keep a party of 4 bards, 2 tanks, and 2 healers from being overpowered.
    (0)

  7. #97
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by kyuven View Post
    RNG in XI also had the restriction of not having an in-built auto attack, instead requiring either a macro or an add-on.
    Auto-attack is not a big deal unless you have abilities that proc from it.
    WoW's hunter had its pet, and also shared XI's RNG's ammo restriction (though they changed that. kinda).

    In addition, while these two classes were ranged melee classes, they weren't the only ones capable of ranged melee damage. Nearly ever class in both games has something they can equip to help them do ranged damage.
    This isn't true anymore. They got rid of ranged weapon slot on everything, and now Hunters can equip their ranged weapons in the main weapon slot. So hunters no longer have a melee option and almost everyone else does not have a ranged option (the only exception being casters, since wands now count as main weapons, but they're not as common as of WoD).

    The non-pet specs do have their own things. Marksmanship Hunters have shots that consume focus and a shot to help regen focus, both of which have castbars and stuff you weave in between. Survival Hunters have damage over time stuff and procs that reduce resource consumption or negate shot cooldowns.

    To draw an FFXIV examples: supposed our desired Musketeer class was built along the lines of the above. If you based it on marksmanship hunters, you could have its shots consume large amounts of TP, with one shot that is free but has a cast time and increases TP regen rate or simply generates some TP. If you based it on survival hunters then you'd have shots with damage split over several seconds (WoW's Explosive Shot, for example, is split over initial damage and two damage ticks) with procs. MM happens to have a talent that grants a damage boost for not having a pet, and surv has that as an option as well, so pet damage is not even accounted for with endgame hunters unless they spec Beast Mastery.
    People cite the rather balanced FFXI RNG (though balance is a questionable statement here...) and WoW Hunter as good examples of high damage ranged DPS classes...but there's another example from two other games that shows why they can be a bad idea.
    There's a reason I said RNG was "borderline okay". Their interaction with XI's TP system and several other things leave a lot to be desired.
    (1)
    Last edited by Duelle; 05-07-2015 at 06:30 PM.
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  8. #98
    Player
    kyuven's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    2,130
    Character
    Chen Kotomi
    World
    Adamantoise
    Main Class
    Archer Lv 90
    Quote Originally Posted by Duelle View Post
    Auto-attack is not a big deal unless you have abilities that proc from it.
    This isn't true anymore. They got rid of ranged weapon slot on everything, and now Hunters can equip their ranged weapons in the main weapon slot. So hunters no longer have a melee option and almost everyone else does not have a ranged option (the only exception being casters, since wands now count as main weapons, but they're not as common as of WoD).
    1) It's a pretty big deal for, y'know, building TP in XI. In XIV it's a little less important but it's not the point I was getting at.

    2) Ah...that was one of the reasons i left WoW for good...for the record, WoW is what happens when a company actually tries to make a game into its own sequel.
    (1)

  9. #99
    Player
    Anera's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    277
    Character
    Anera Lyra
    World
    Gungnir
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by Grey_Cain View Post
    PLD - Missing real spell-casting ability. Just rename it to Knight already.
    fun how the Japanese ver FF14ARR is call it Knight [ナイト - naito] and English ver is call paladin, so maybe English ver got it wrong?
    (1)
    Last edited by Anera; 05-07-2015 at 07:08 PM.

  10. #100
    Player
    kyuven's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    2,130
    Character
    Chen Kotomi
    World
    Adamantoise
    Main Class
    Archer Lv 90
    Quote Originally Posted by Anera View Post
    fun how the Japanese ver FF14 paladin is Knight [ナイト - naito] so maybe English ver got it wrong?
    And also how the actual, real paladins from history never had spellcasting ability.
    People do realize the names come from things that really existed, right?
    (1)

  11. 05-07-2015 07:11 PM

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